content: package ai.guiji.duix.sdk.client.render;
  
  import android.content.Context;
  import android.graphics.SurfaceTexture;
  import android.opengl.GLDebugHelper;
  import android.util.AttributeSet;
  import android.util.Log;
  import android.view.TextureView;
  import android.view.View;
  
  import java.io.Writer;
  import java.lang.ref.WeakReference;
  import java.util.ArrayList;
  
  import javax.microedition.khronos.egl.EGL10;
  import javax.microedition.khronos.egl.EGL11;
  import javax.microedition.khronos.egl.EGLConfig;
  import javax.microedition.khronos.egl.EGLContext;
  import javax.microedition.khronos.egl.EGLDisplay;
  import javax.microedition.khronos.egl.EGLSurface;
  import javax.microedition.khronos.opengles.GL;
  import javax.microedition.khronos.opengles.GL10;
  
  import ai.guiji.duix.sdk.client.BuildConfig;
  
  
  public class DUIXTextureView
          extends TextureView
          implements TextureView.SurfaceTextureListener,
          View.OnLayoutChangeListener {
  
      private final static boolean DEBUG = BuildConfig.DEBUG;
  
      private final static String TAG = "DUIXTextureView";
      private final static boolean LOG_ATTACH_DETACH = DEBUG;
      private final static boolean LOG_THREADS = DEBUG;
      private final static boolean LOG_PAUSE_RESUME = DEBUG;
      private final static boolean LOG_SURFACE = DEBUG;
      private final static boolean LOG_RENDERER = DEBUG;
      private final static boolean LOG_RENDERER_DRAW_FRAME = DEBUG;
      private final static boolean LOG_EGL = DEBUG;
      /**
       * The renderer only renders
       * when the surface is created, or when {@link #requestRender} is called.
       *
       * @see #getRenderMode()
       * @see #setRenderMode(int)
       * @see #requestRender()
       */
      public final static int RENDERMODE_WHEN_DIRTY = 0;
      /**
       * The renderer is called
       * continuously to re-render the scene.
       *
       * @see #getRenderMode()
       * @see #setRenderMode(int)
       */
      public final static int RENDERMODE_CONTINUOUSLY = 1;
  
      /**
       * Check glError() after every GL call and throw an exception if glError indicates
       * that an error has occurred. This can be used to help track down which OpenGL ES call
       * is causing an error.
       *
       * @see #getDebugFlags
       * @see #setDebugFlags
       */
      public final static int DEBUG_CHECK_GL_ERROR = 1;
  
      /**
       * Log GL calls to the system log at "verbose" level with tag "DUIXTextureView".
       *
       * @see #getDebugFlags
       * @see #setDebugFlags
       */
      public final static int DEBUG_LOG_GL_CALLS = 2;
  
      /**
       * Standard View constructor. In order to render something, you
       * must call {@link #setRenderer} to register a renderer.
       */
      public DUIXTextureView(Context context) {
          super(context);
          init();
      }
  
      /**
       * Standard View constructor. In order to render something, you
       * must call {@link #setRenderer} to register a renderer.
       */
      public DUIXTextureView(Context context, AttributeSet attrs) {
          super(context, attrs);
          init();
      }
  
      @Override
      protected void finalize() throws Throwable {
          try {
              if (mGLThread != null) {
                  // GLThread may still be running if this view was never
                  // attached to a window.
                  mGLThread.requestExitAndWait();
              }
          } finally {
              super.finalize();
          }
      }
  
      private void init() {
          setSurfaceTextureListener(this);
      }
  
  //    /**
  //     * 设置监听器，上报 DUIXTextureView 内部的错误
  //     */
  //    private IMonitor monitor;
  //    public void setMonitor(IMonitor monitor) {
  //        this.monitor = monitor;
  //    }
  //
  //    private void sendMonitor(boolean status, String info) {
  //        if (monitor != null) {
  //            monitor.monitor(status, "unknown", 0, 0, info);
  //        }
  //    }
  
      /**
       * Set the glWrapper. If the glWrapper is not null, its
       * {@link GLWrapper#wrap(GL)} method is called
       * whenever a surface is created. A GLWrapper can be used to wrap
       * the GL object that's passed to the renderer. Wrapping a GL
       * object enables examining and modifying the behavior of the
       * GL calls made by the renderer.
       * <p>
       * Wrapping is typically used for debugging purposes.
       * <p>
       * The default value is null.
       * @param glWrapper the new GLWrapper
       */
      public void setGLWrapper(GLWrapper glWrapper) {
          mGLWrapper = glWrapper;
      }
  
      /**
       * Set the debug flags to a new value. The value is
       * constructed by OR-together zero or more
       * of the DEBUG_CHECK_* constants. The debug flags take effect
       * whenever a surface is created. The default value is zero.
       * @param debugFlags the new debug flags
       * @see #DEBUG_CHECK_GL_ERROR
       * @see #DEBUG_LOG_GL_CALLS
       */
      public void setDebugFlags(int debugFlags) {
          mDebugFlags = debugFlags;
      }
  
      /**
       * Get the current value of the debug flags.
       * @return the current value of the debug flags.
       */
      public int getDebugFlags() {
          return mDebugFlags;
      }
  
      /**
       * Control whether the EGL context is preserved when the DUIXTextureView is paused and
       * resumed.
       * <p>
       * If set to true, then the EGL context may be preserved when the DUIXTextureView is paused.
       * Whether the EGL context is actually preserved or not depends upon whether the
       * Android device that the program is running on can support an arbitrary number of EGL
       * contexts or not. Devices that can only support a limited number of EGL contexts must
       * release the  EGL context in order to allow multiple applications to share the GPU.
       * <p>
       * If set to false, the EGL context will be released when the DUIXTextureView is paused,
       * and recreated when the DUIXTextureView is resumed.
       * <p>
       *
       * The default is false.
       *
       * @param preserveOnPause preserve the EGL context when paused
       */
      public void setPreserveEGLContextOnPause(boolean preserveOnPause) {
          mPreserveEGLContextOnPause = preserveOnPause;
      }
  
      /**
       * @return true if the EGL context will be preserved when paused
       */
      public boolean getPreserveEGLContextOnPause() {
          return mPreserveEGLContextOnPause;
      }
  
      /**
       * Set the renderer associated with this view. Also starts the thread that
       * will call the renderer, which in turn causes the rendering to start.
       * <p>This method should be called once and only once in the life-cycle of
       * a DUIXTextureView.
       * <p>The following DUIXTextureView methods can only be called <em>before</em>
       * setRenderer is called:
       * <ul>
       * <li>{@link #setEGLConfigChooser(boolean)}
       * <li>{@link #setEGLConfigChooser(EGLConfigChooser)}
       * <li>{@link #setEGLConfigChooser(int, int, int, int, int, int)}
       * </ul>
       * <p>
       * The following DUIXTextureView methods can only be called <em>after</em>
       * setRenderer is called:
       * <ul>
       * <li>{@link #getRenderMode()}
       * <li>{@link #onPause()}
       * <li>{@link #onResume()}
       * <li>{@link #queueEvent(Runnable)}
       * <li>{@link #requestRender()}
       * <li>{@link #setRenderMode(int)}
       * </ul>
       *
       * @param renderer the renderer to use to perform OpenGL drawing.
       */
      public void setRenderer(Renderer renderer) {
          checkRenderThreadState();
          if (mEGLConfigChooser == null) {
              mEGLConfigChooser = new SimpleEGLConfigChooser(true);
          }
          if (mEGLContextFactory == null) {
              mEGLContextFactory = new DefaultContextFactory();
          }
          if (mEGLWindowSurfaceFactory == null) {
              mEGLWindowSurfaceFactory = new DefaultWindowSurfaceFactory();
          }
          mRenderer = renderer;
          mGLThread = new GLThread(mThisWeakRef);
          mGLThread.start();
      }
  
      /**
       * Install a custom EGLContextFactory.
       * <p>If this method is
       * called, it must be called before {@link #setRenderer(Renderer)}
       * is called.
       * <p>
       * If this method is not called, then by default
       * a context will be created with no shared context and
       * with a null attribute list.
       */
      public void setEGLContextFactory(EGLContextFactory factory) {
          checkRenderThreadState();
          mEGLContextFactory = factory;
      }
  
      /**
       * Install a custom EGLWindowSurfaceFactory.
       * <p>If this method is
       * called, it must be called before {@link #setRenderer(Renderer)}
       * is called.
       * <p>
       * If this method is not called, then by default
       * a window surface will be created with a null attribute list.
       */
      public void setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory factory) {
          checkRenderThreadState();
          mEGLWindowSurfaceFactory = factory;
      }
  
      /**
       * Install a custom EGLConfigChooser.
       * <p>If this method is
       * called, it must be called before {@link #setRenderer(Renderer)}
       * is called.
       * <p>
       * If no setEGLConfigChooser method is called, then by default the
       * view will choose an EGLConfig that is compatible with the current
       * android.view.Surface, with a depth buffer depth of
       * at least 16 bits.
       * @param configChooser
       */
      public void setEGLConfigChooser(EGLConfigChooser configChooser) {
          checkRenderThreadState();
          mEGLConfigChooser = configChooser;
      }
  
      /**
       * Install a config chooser which will choose a config
       * as close to 16-bit RGB as possible, with or without an optional depth
       * buffer as close to 16-bits as possible.
       * <p>If this method is
       * called, it must be called before {@link #setRenderer(Renderer)}
       * is called.
       * <p>
       * If no setEGLConfigChooser method is called, then by default the
       * view will choose an RGB_888 surface with a depth buffer depth of
       * at least 16 bits.
       *
       * @param needDepth
       */
      public void setEGLConfigChooser(boolean needDepth) {
          setEGLConfigChooser(new SimpleEGLConfigChooser(needDepth));
      }
  
      /**
       * Install a config chooser which will choose a config
       * with at least the specified depthSize and stencilSize,
       * and exactly the specified redSize, greenSize, blueSize and alphaSize.
       * <p>If this method is
       * called, it must be called before {@link #setRenderer(Renderer)}
       * is called.
       * <p>
       * If no setEGLConfigChooser method is called, then by default the
       * view will choose an RGB_888 surface with a depth buffer depth of
       * at least 16 bits.
       *
       */
      public void setEGLConfigChooser(int redSize, int greenSize, int blueSize,
                                      int alphaSize, int depthSize, int stencilSize) {
          setEGLConfigChooser(new ComponentSizeChooser(redSize, greenSize,
                  blueSize, alphaSize, depthSize, stencilSize));
      }
  
      /**
       * Inform the default EGLContextFactory and default EGLConfigChooser
       * which EGLContext client version to pick.
       * <p>Use this method to create an OpenGL ES 2.0-compatible context.
       * Example:
       * <pre class="prettyprint">
       *     public MyView(Context context) {
       *         super(context);
       *         setEGLContextClientVersion(2); // Pick an OpenGL ES 2.0 context.
       *         setRenderer(new MyRenderer());
       *     }
       * </pre>
       * <p>Note: Activities which require OpenGL ES 2.0 should indicate this by
       * setting @lt;uses-feature android:glEsVersion="0x00020000" /> in the activity's
       * AndroidManifest.xml file.
       * <p>If this method is called, it must be called before {@link #setRenderer(Renderer)}
       * is called.
       * <p>This method only affects the behavior of the default EGLContexFactory and the
       * default EGLConfigChooser. If
       * {@link #setEGLContextFactory(EGLContextFactory)} has been called, then the supplied
       * EGLContextFactory is responsible for creating an OpenGL ES 2.0-compatible context.
       * If
       * {@link #setEGLConfigChooser(EGLConfigChooser)} has been called, then the supplied
       * EGLConfigChooser is responsible for choosing an OpenGL ES 2.0-compatible config.
       * @param version The EGLContext client version to choose. Use 2 for OpenGL ES 2.0
       */
      public void setEGLContextClientVersion(int version) {
          checkRenderThreadState();
          mEGLContextClientVersion = version;
      }
  
      /**
       * Set the rendering mode. When renderMode is
       * RENDERMODE_CONTINUOUSLY, the renderer is called
       * repeatedly to re-render the scene. When renderMode
       * is RENDERMODE_WHEN_DIRTY, the renderer only rendered when the surface
       * is created, or when {@link #requestRender} is called. Defaults to RENDERMODE_CONTINUOUSLY.
       * <p>
       * Using RENDERMODE_WHEN_DIRTY can improve battery life and overall system performance
       * by allowing the GPU and CPU to idle when the view does not need to be updated.
       * <p>
       * This method can only be called after {@link #setRenderer(Renderer)}
       *
       * @param renderMode one of the RENDERMODE_X constants
       * @see #RENDERMODE_CONTINUOUSLY
       * @see #RENDERMODE_WHEN_DIRTY
       */
      public void setRenderMode(int renderMode) {
          mGLThread.setRenderMode(renderMode);
      }
  
      /**
       * Get the current rendering mode. May be called
       * from any thread. Must not be called before a renderer has been set.
       * @return the current rendering mode.
       * @see #RENDERMODE_CONTINUOUSLY
       * @see #RENDERMODE_WHEN_DIRTY
       */
      public int getRenderMode() {
          return mGLThread.getRenderMode();
      }
  
      /**
       * Request that the renderer render a frame.
       * This method is typically used when the render mode has been set to
       * {@link #RENDERMODE_WHEN_DIRTY}, so that frames are only rendered on demand.
       * May be called
       * from any thread. Must not be called before a renderer has been set.
       */
      public void requestRender() {
          mGLThread.requestRender();
      }
  
      /**
       * This method is part of the SurfaceHolder.Callback interface, and is
       * not normally called or subclassed by clients of DUIXTextureView.
       */
      public void surfaceCreated(SurfaceTexture texture) {
          mGLThread.surfaceCreated();
      }
  
      /**
       * This method is part of the SurfaceHolder.Callback interface, and is
       * not normally called or subclassed by clients of DUIXTextureView.
       */
      public void surfaceDestroyed(SurfaceTexture texture) {
          // Surface will be destroyed when we return
          mGLThread.surfaceDestroyed();
      }
  
      /**
       * This method is part of the SurfaceHolder.Callback interface, and is
       * not normally called or subclassed by clients of DUIXTextureView.
       */
      public void surfaceChanged(SurfaceTexture texture, int format, int w, int h) {
          mGLThread.onWindowResize(w, h);
      }
  
      /**
       * Inform the view that the activity is paused. The owner of this view must
       * call this method when the activity is paused. Calling this method will
       * pause the rendering thread.
       * Must not be called before a renderer has been set.
       */
      public void onPause() {
          mGLThread.onPause();
      }
  
      /**
       * Inform the view that the activity is resumed. The owner of this view must
       * call this method when the activity is resumed. Calling this method will
       * recreate the OpenGL display and resume the rendering
       * thread.
       * Must not be called before a renderer has been set.
       */
      public void onResume() {
          mGLThread.onResume();
      }
  
      /**
       * Queue a runnable to be run on the GL rendering thread. This can be used
       * to communicate with the Renderer on the rendering thread.
       * Must not be called before a renderer has been set.
       * @param r the runnable to be run on the GL rendering thread.
       */
      public void queueEvent(Runnable r) {
          mGLThread.queueEvent(r);
      }
  
      /**
       * This method is used as part of the View class and is not normally
       * called or subclassed by clients of DUIXTextureView.
       */
      @Override
      protected void onAttachedToWindow() {
          super.onAttachedToWindow();
          if (LOG_ATTACH_DETACH) {
              Log.d(TAG, "onAttachedToWindow reattach =" + mDetached);
          }
          if (mDetached && (mRenderer != null)) {
              int renderMode = RENDERMODE_CONTINUOUSLY;
              if (mGLThread != null) {
                  renderMode = mGLThread.getRenderMode();
              }
              mGLThread = new GLThread(mThisWeakRef);
              if (renderMode != RENDERMODE_CONTINUOUSLY) {
                  mGLThread.setRenderMode(renderMode);
              }
              mGLThread.start();
          }
          mDetached = false;
      }
  
      /**
       * This method is used as part of the View class and is not normally
       * called or subclassed by clients of DUIXTextureView.
       * Must not be called before a renderer has been set.
       */
      @Override
      protected void onDetachedFromWindow() {
          if (LOG_ATTACH_DETACH) {
              Log.d(TAG, "onDetachedFromWindow");
          }
          if (mGLThread != null) {
              mGLThread.requestExitAndWait();
          }
          mDetached = true;
          super.onDetachedFromWindow();
      }
  
      public void onLayoutChange(View v, int left, int top, int right, int bottom,
                                 int oldLeft, int oldTop, int oldRight, int oldBottom) {
          surfaceChanged(getSurfaceTexture(), 0, right - left, bottom - top);
      }
  
      public void onSurfaceTextureAvailable(SurfaceTexture surface, int width, int height) {
          surfaceCreated(surface);
          surfaceChanged(surface, 0, width, height);
      }
  
      public void onSurfaceTextureSizeChanged(SurfaceTexture surface, int width, int height) {
          surfaceChanged(surface, 0, width, height);
      }
  
      public boolean onSurfaceTextureDestroyed(SurfaceTexture surface) {
          surfaceDestroyed(surface);
          return true;
      }
  
      public void onSurfaceTextureUpdated(SurfaceTexture surface) {
  //        requestRender();
      }
  
      // ----------------------------------------------------------------------
  
      /**
       * An interface used to wrap a GL interface.
       * <p>Typically
       * used for implementing debugging and tracing on top of the default
       * GL interface. You would typically use this by creating your own class
       * that implemented all the GL methods by delegating to another GL instance.
       * Then you could add your own behavior before or after calling the
       * delegate. All the GLWrapper would do was instantiate and return the
       * wrapper GL instance:
       * <pre class="prettyprint">
       * class MyGLWrapper implements GLWrapper {
       *     GL wrap(GL gl) {
       *         return new MyGLImplementation(gl);
       *     }
       *     static class MyGLImplementation implements GL,GL10,GL11,... {
       *         ...
       *     }
       * }
       * </pre>
       * @see #setGLWrapper(GLWrapper)
       */
      public interface GLWrapper {
          /**
           * Wraps a gl interface in another gl interface.
           * @param gl a GL interface that is to be wrapped.
           * @return either the input argument or another GL object that wraps the input argument.
           */
          GL wrap(GL gl);
      }
  
      /**
       * A generic renderer interface.
       * <p>
       * The renderer is responsible for making OpenGL calls to render a frame.
       * <p>
       * DUIXTextureView clients typically create their own classes that implement
       * this interface, and then call {@link DUIXTextureView#setRenderer} to
       * register the renderer with the DUIXTextureView.
       * <p>
       *
       * <div class="special reference">
       * <h3>Developer Guides</h3>
       * <p>For more information about how to use OpenGL, read the
       * <a href="{@docRoot}guide/topics/graphics/opengl.html">OpenGL</a> developer guide.</p>
       * </div>
       *
       * <h3>Threading</h3>
       * The renderer will be called on a separate thread, so that rendering
       * performance is decoupled from the UI thread. Clients typically need to
       * communicate with the renderer from the UI thread, because that's where
       * input events are received. Clients can communicate using any of the
       * standard Java techniques for cross-thread communication, or they can
       * use the {@link DUIXTextureView#queueEvent(Runnable)} convenience method.
       * <p>
       * <h3>EGL Context Lost</h3>
       * There are situations where the EGL rendering context will be lost. This
       * typically happens when device wakes up after going to sleep. When
       * the EGL context is lost, all OpenGL resources (such as textures) that are
       * associated with that context will be automatically deleted. In order to
       * keep rendering correctly, a renderer must recreate any lost resources
       * that it still needs. The {@link #onSurfaceCreated(GL10, EGLConfig)} method
       * is a convenient place to do this.
       *
       *
       * @see #setRenderer(Renderer)
       */
      public interface Renderer {
          /**
           * Called when the surface is created or recreated.
           * <p>
           * Called when the rendering thread
           * starts and whenever the EGL context is lost. The EGL context will typically
           * be lost when the Android device awakes after going to sleep.
           * <p>
           * Since this method is called at the beginning of rendering, as well as
           * every time the EGL context is lost, this method is a convenient place to put
           * code to create resources that need to be created when the rendering
           * starts, and that need to be recreated when the EGL context is lost.
           * Textures are an example of a resource that you might want to create
           * here.
           * <p>
           * Note that when the EGL context is lost, all OpenGL resources associated
           * with that context will be automatically deleted. You do not need to call
           * the corresponding "glDelete" methods such as glDeleteTextures to
           * manually delete these lost resources.
           * <p>
           * @param gl the GL interface. Use <code>instanceof</code> to
           * test if the interface supports GL11 or higher interfaces.
           * @param config the EGLConfig of the created surface. Can be used
           * to create matching pbuffers.
           */
          void onSurfaceCreated(GL10 gl, EGLConfig config);
  
          /**
           * Called when the surface changed size.
           * <p>
           * Called after the surface is created and whenever
           * the OpenGL ES surface size changes.
           * <p>
           * Typically you will set your viewport here. If your camera
           * is fixed then you could also set your projection matrix here:
           * <pre class="prettyprint">
           * void onSurfaceChanged(GL10 gl, int width, int height) {
           *     gl.glViewport(0, 0, width, height);
           *     // for a fixed camera, set the projection too
           *     float ratio = (float) width / height;
           *     gl.glMatrixMode(GL10.GL_PROJECTION);
           *     gl.glLoadIdentity();
           *     gl.glFrustumf(-ratio, ratio, -1, 1, 1, 10);
           * }
           * </pre>
           * @param gl the GL interface. Use <code>instanceof</code> to
           * test if the interface supports GL11 or higher interfaces.
           * @param width
           * @param height
           */
          void onSurfaceChanged(GL10 gl, int width, int height);
  
          /**
           * Called to draw the current frame.
           * <p>
           * This method is responsible for drawing the current frame.
           * <p>
           * The implementation of this method typically looks like this:
           * <pre class="prettyprint">
           * void onDrawFrame(GL10 gl) {
           *     gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
           *     //... other gl calls to render the scene ...
           * }
           * </pre>
           * @param gl the GL interface. Use <code>instanceof</code> to
           * test if the interface supports GL11 or higher interfaces.
           */
          void onDrawFrame(GL10 gl);
  
          void onSurfaceDestroyed(GL10 gl);
      }
  
      /**
       * An interface for customizing the eglCreateContext and eglDestroyContext calls.
       * <p>
       * This interface must be implemented by clients wishing to call
       * {@link DUIXTextureView#setEGLContextFactory(EGLContextFactory)}
       */
      public interface EGLContextFactory {
          EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig eglConfig);
          void destroyContext(EGL10 egl, EGLDisplay display, EGLContext context);
      }
  
      private class DefaultContextFactory implements EGLContextFactory {
          private int EGL_CONTEXT_CLIENT_VERSION = 0x3098;
  
          public EGLContext createContext(EGL10 egl, EGLDisplay display, EGLConfig config) {
              int[] attrib_list = {EGL_CONTEXT_CLIENT_VERSION, mEGLContextClientVersion,
                      EGL10.EGL_NONE };
  
              return egl.eglCreateContext(display, config, EGL10.EGL_NO_CONTEXT,
                      mEGLContextClientVersion != 0 ? attrib_list : null);
          }
  
          public void destroyContext(EGL10 egl, EGLDisplay display,
                                     EGLContext context) {
              if (!egl.eglDestroyContext(display, context)) {
                  Log.e("DefaultContextFactory", "display:" + display + " context: " + context);
                  if (LOG_THREADS) {
                      Log.i("DefaultContextFactory", "tid=" + Thread.currentThread().getId());
                  }
                  EglHelper.throwEglException("eglDestroyContex", egl.eglGetError());
              }
          }
      }
  
      /**
       * An interface for customizing the eglCreateWindowSurface and eglDestroySurface calls.
       * <p>
       * This interface must be implemented by clients wishing to call
       * {@link DUIXTextureView#setEGLWindowSurfaceFactory(EGLWindowSurfaceFactory)}
       */
      public interface EGLWindowSurfaceFactory {
          /**
           *  @return null if the surface cannot be constructed.
           */
          EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display, EGLConfig config,
                                         Object nativeWindow);
          void destroySurface(EGL10 egl, EGLDisplay display, EGLSurface surface);
      }
  
      private static class DefaultWindowSurfaceFactory implements EGLWindowSurfaceFactory {
  
          public EGLSurface createWindowSurface(EGL10 egl, EGLDisplay display,
                                                EGLConfig config, Object nativeWindow) {
              EGLSurface result = null;
              try {
                  result = egl.eglCreateWindowSurface(display, config, nativeWindow, null);
              } catch (IllegalArgumentException e) {
                  // This exception indicates that the surface flinger surface
                  // is not valid. This can happen if the surface flinger surface has
                  // been torn down, but the application has not yet been
                  // notified via SurfaceHolder.Callback.surfaceDestroyed.
                  // In theory the application should be notified first,
                  // but in practice sometimes it is not. See b/4588890
                  Log.e(TAG, "eglCreateWindowSurface", e);
              }
              return result;
          }
  
          public void destroySurface(EGL10 egl, EGLDisplay display,
                                     EGLSurface surface) {
              egl.eglDestroySurface(display, surface);
          }
      }
  
      /**
       * An interface for choosing an EGLConfig configuration from a list of
       * potential configurations.
       * <p>
       * This interface must be implemented by clients wishing to call
       * {@link DUIXTextureView#setEGLConfigChooser(EGLConfigChooser)}
       */
      public interface EGLConfigChooser {
          /**
           * Choose a configuration from the list. Implementors typically
           * implement this method by calling
           * {@link EGL10#eglChooseConfig} and iterating through the results. Please consult the
           * EGL specification available from The Khronos Group to learn how to call eglChooseConfig.
           * @param egl the EGL10 for the current display.
           * @param display the current display.
           * @return the chosen configuration.
           */
          EGLConfig chooseConfig(EGL10 egl, EGLDisplay display);
      }
  
      private abstract class BaseConfigChooser
              implements EGLConfigChooser {
          public BaseConfigChooser(int[] configSpec) {
              mConfigSpec = filterConfigSpec(configSpec);
          }
  
          public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display) {
              int[] num_config = new int[1];
              if (!egl.eglChooseConfig(display, mConfigSpec, null, 0,
                      num_config)) {
  //                sendMonitor(false, Log.getStackTraceString(new IllegalArgumentException("eglChooseConfig failed")));
                  throw new IllegalArgumentException("eglChooseConfig failed");
              }
  
              int numConfigs = num_config[0];
  
              if (numConfigs <= 0) {
                  throw new IllegalArgumentException(
                          "No configs match configSpec");
              }
  
              EGLConfig[] configs = new EGLConfig[numConfigs];
              if (!egl.eglChooseConfig(display, mConfigSpec, configs, numConfigs,
                      num_config)) {
                  throw new IllegalArgumentException("eglChooseConfig#2 failed");
              }
              EGLConfig config = chooseConfig(egl, display, configs);
              if (config == null) {
                  throw new IllegalArgumentException("No config chosen");
              }
              return config;
          }
  
          abstract EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
                                          EGLConfig[] configs);
  
          protected int[] mConfigSpec;
  
          private int[] filterConfigSpec(int[] configSpec) {
              if (mEGLContextClientVersion != 2) {
                  return configSpec;
              }
              /* We know none of the subclasses define EGL_RENDERABLE_TYPE.
               * And we know the configSpec is well formed.
               */
              int len = configSpec.length;
              int[] newConfigSpec = new int[len + 2];
              System.arraycopy(configSpec, 0, newConfigSpec, 0, len-1);
              newConfigSpec[len-1] = EGL10.EGL_RENDERABLE_TYPE;
              newConfigSpec[len] = 4; /* EGL_OPENGL_ES2_BIT */
              newConfigSpec[len+1] = EGL10.EGL_NONE;
              return newConfigSpec;
          }
      }
  
      /**
       * Choose a configuration with exactly the specified r,g,b,a sizes,
       * and at least the specified depth and stencil sizes.
       */
      private class ComponentSizeChooser extends BaseConfigChooser {
          public ComponentSizeChooser(int redSize, int greenSize, int blueSize,
                                      int alphaSize, int depthSize, int stencilSize) {
              super(new int[] {
                      EGL10.EGL_RED_SIZE, redSize,
                      EGL10.EGL_GREEN_SIZE, greenSize,
                      EGL10.EGL_BLUE_SIZE, blueSize,
                      EGL10.EGL_ALPHA_SIZE, alphaSize,
                      EGL10.EGL_DEPTH_SIZE, depthSize,
                      EGL10.EGL_STENCIL_SIZE, stencilSize,
                      EGL10.EGL_NONE});
              mValue = new int[1];
              mRedSize = redSize;
              mGreenSize = greenSize;
              mBlueSize = blueSize;
              mAlphaSize = alphaSize;
              mDepthSize = depthSize;
              mStencilSize = stencilSize;
          }
  
          @Override
          public EGLConfig chooseConfig(EGL10 egl, EGLDisplay display,
                                        EGLConfig[] configs) {
              for (EGLConfig config : configs) {
                  int d = findConfigAttrib(egl, display, config,
                          EGL10.EGL_DEPTH_SIZE, 0);
                  int s = findConfigAttrib(egl, display, config,
                          EGL10.EGL_STENCIL_SIZE, 0);
                  if ((d >= mDepthSize) && (s >= mStencilSize)) {
                      int r = findConfigAttrib(egl, display, config,
                              EGL10.EGL_RED_SIZE, 0);
                      int g = findConfigAttrib(egl, display, config,
                              EGL10.EGL_GREEN_SIZE, 0);
                      int b = findConfigAttrib(egl, display, config,
                              EGL10.EGL_BLUE_SIZE, 0);
                      int a = findConfigAttrib(egl, display, config,
                              EGL10.EGL_ALPHA_SIZE, 0);
                      if ((r == mRedSize) && (g == mGreenSize)
                              && (b == mBlueSize) && (a == mAlphaSize)) {
                          return config;
                      }
                  }
              }
              return null;
          }
  
          private int findConfigAttrib(EGL10 egl, EGLDisplay display,
                                       EGLConfig config, int attribute, int defaultValue) {
  
              if (egl.eglGetConfigAttrib(display, config, attribute, mValue)) {
                  return mValue[0];
              }
              return defaultValue;
          }
  
          private int[] mValue;
          // Subclasses can adjust these values:
          protected int mRedSize;
          protected int mGreenSize;
          protected int mBlueSize;
          protected int mAlphaSize;
          protected int mDepthSize;
          protected int mStencilSize;
      }
  
      /**
       * This class will choose a RGB_888 surface with
       * or without a depth buffer.
       *
       */
      private class SimpleEGLConfigChooser extends ComponentSizeChooser {
          public SimpleEGLConfigChooser(boolean withDepthBuffer) {
              super(8, 8, 8, 0, withDepthBuffer ? 16 : 0, 0);
          }
      }
  
      /**
       * An EGL helper class.
       */
  
      private static class EglHelper {
          public EglHelper(WeakReference<DUIXTextureView> glSurfaceViewWeakRef) {
              mGLSurfaceViewWeakRef = glSurfaceViewWeakRef;
          }
  
          /**
           * Initialize EGL for a given configuration spec.
           * @param
           */
          public void start() {
              if (LOG_EGL) {
                  Log.w("EglHelper", "start() tid=" + Thread.currentThread().getId());
              }
              /*
               * Get an EGL instance
               */
              mEgl = (EGL10) EGLContext.getEGL();
  
              /*
               * Get to the default display.
               */
              mEglDisplay = mEgl.eglGetDisplay(EGL10.EGL_DEFAULT_DISPLAY);
  
              if (mEglDisplay == EGL10.EGL_NO_DISPLAY) {
                  throw new RuntimeException("eglGetDisplay failed");
              }
  
              /*
               * We can now initialize EGL for that display
               */
              int[] version = new int[2];
              if(!mEgl.eglInitialize(mEglDisplay, version)) {
                  throw new RuntimeException("eglInitialize failed");
              }
              DUIXTextureView view = mGLSurfaceViewWeakRef.get();
              if (view == null) {
                  mEglConfig = null;
                  mEglContext = null;
              } else {
                  mEglConfig = view.mEGLConfigChooser.chooseConfig(mEgl, mEglDisplay);
  
                  /*
                   * Create an EGL context. We want to do this as rarely as we can, because an
                   * EGL context is a somewhat heavy object.
                   */
                  mEglContext = view.mEGLContextFactory.createContext(mEgl, mEglDisplay, mEglConfig);
              }
              if (mEglContext == null || mEglContext == EGL10.EGL_NO_CONTEXT) {
                  mEglContext = null;
                  throwEglException("createContext");
              }
              if (LOG_EGL) {
                  Log.w("EglHelper", "createContext " + mEglContext + " tid=" + Thread.currentThread().getId());
              }
  
              mEglSurface = null;
          }
  
          /**
           * Create an egl surface for the current SurfaceHolder surface. If a surface
           * already exists, destroy it before creating the new surface.
           *
           * @return true if the surface was created successfully.
           */
          public boolean createSurface() {
              if (LOG_EGL) {
                  Log.w("EglHelper", "createSurface()  tid=" + Thread.currentThread().getId());
              }
              /*
               * Check preconditions.
               */
              if (mEgl == null) {
                  throw new RuntimeException("egl not initialized");
              }
              if (mEglDisplay == null) {
                  throw new RuntimeException("eglDisplay not initialized");
              }
              if (mEglConfig == null) {
                  throw new RuntimeException("mEglConfig not initialized");
              }
  
              /*
               *  The window size has changed, so we need to create a new
               *  surface.
               */
              destroySurfaceImp();
  
              /*
               * Create an EGL surface we can render into.
               */
              DUIXTextureView view = mGLSurfaceViewWeakRef.get();
              if (view != null) {
                  mEglSurface = view.mEGLWindowSurfaceFactory.createWindowSurface(mEgl,
                          mEglDisplay, mEglConfig, view.getSurfaceTexture());
              } else {
                  mEglSurface = null;
              }
  
              if (mEglSurface == null || mEglSurface == EGL10.EGL_NO_SURFACE) {
                  int error = mEgl.eglGetError();
                  if (error == EGL10.EGL_BAD_NATIVE_WINDOW) {
                      Log.e("EglHelper", "createWindowSurface returned EGL_BAD_NATIVE_WINDOW.");
                  }
                  return false;
              }
  
              /*
               * Before we can issue GL commands, we need to make sure
               * the context is current and bound to a surface.
               */
              if (!mEgl.eglMakeCurrent(mEglDisplay, mEglSurface, mEglSurface, mEglContext)) {
                  /*
                   * Could not make the context current, probably because the underlying
                   * SurfaceView surface has been destroyed.
                   */
                  logEglErrorAsWarning("EGLHelper", "eglMakeCurrent", mEgl.eglGetError());
                  return false;
              }
  
              return true;
          }
  
          /**
           * Create a GL object for the current EGL context.
           * @return
           */
          GL createGL() {
  
              GL gl = mEglContext.getGL();
              DUIXTextureView view = mGLSurfaceViewWeakRef.get();
              if (view != null) {
                  if (view.mGLWrapper != null) {
                      gl = view.mGLWrapper.wrap(gl);
                  }
  
                  if ((view.mDebugFlags & (DEBUG_CHECK_GL_ERROR | DEBUG_LOG_GL_CALLS)) != 0) {
                      int configFlags = 0;
                      Writer log = null;
                      if ((view.mDebugFlags & DEBUG_CHECK_GL_ERROR) != 0) {
                          configFlags |= GLDebugHelper.CONFIG_CHECK_GL_ERROR;
                      }
                      if ((view.mDebugFlags & DEBUG_LOG_GL_CALLS) != 0) {
                          log = new LogWriter();
                      }
                      gl = GLDebugHelper.wrap(gl, configFlags, log);
                  }
              }
              return gl;
          }
  
          /**
           * Display the current render surface.
           * @return the EGL error code from eglSwapBuffers.
           */
          public int swap() {
              if (! mEgl.eglSwapBuffers(mEglDisplay, mEglSurface)) {
                  return mEgl.eglGetError();
              }
              return EGL10.EGL_SUCCESS;
          }
  
          public void destroySurface() {
              if (LOG_EGL) {
                  Log.w("EglHelper", "destroySurface()  tid=" + Thread.currentThread().getId());
              }
              destroySurfaceImp();
          }
  
          private void destroySurfaceImp() {
              if (mEglSurface != null && mEglSurface != EGL10.EGL_NO_SURFACE) {
                  mEgl.eglMakeCurrent(mEglDisplay, EGL10.EGL_NO_SURFACE,
                          EGL10.EGL_NO_SURFACE,
                          EGL10.EGL_NO_CONTEXT);
                  DUIXTextureView view = mGLSurfaceViewWeakRef.get();
                  if (view != null) {
                      view.mEGLWindowSurfaceFactory.destroySurface(mEgl, mEglDisplay, mEglSurface);
                  }
                  mEglSurface = null;
              }
          }
  
          public void finish() {
              if (LOG_EGL) {
                  Log.w("EglHelper", "finish() tid=" + Thread.currentThread().getId());
              }
              if (mEglContext != null) {
                  DUIXTextureView view = mGLSurfaceViewWeakRef.get();
                  if (view != null) {
                      view.mEGLContextFactory.destroyContext(mEgl, mEglDisplay, mEglContext);
                  }
                  mEglContext = null;
              }
              if (mEglDisplay != null) {
                  mEgl.eglTerminate(mEglDisplay);
                  mEglDisplay = null;
              }
          }
  
          private void throwEglException(String function) {
              throwEglException(function, mEgl.eglGetError());
          }
  
          public static void throwEglException(String function, int error) {
              String message = formatEglError(function, error);
              if (LOG_THREADS) {
                  Log.e("EglHelper", "throwEglException tid=" + Thread.currentThread().getId() + " "
                          + message);
              }
  //            throw new RuntimeException(message);
          }
  
          public static void logEglErrorAsWarning(String tag, String function, int error) {
              Log.w(tag, formatEglError(function, error));
          }
  
          public static String formatEglError(String function, int error) {
              return function + " failed: " + error;
          }
  
          private WeakReference<DUIXTextureView> mGLSurfaceViewWeakRef;
          EGL10 mEgl;
          EGLDisplay mEglDisplay;
          EGLSurface mEglSurface;
          EGLConfig mEglConfig;
          EGLContext mEglContext;
  
      }
  
      /**
       * A generic GL Thread. Takes care of initializing EGL and GL. Delegates
       * to a Renderer instance to do the actual drawing. Can be configured to
       * render continuously or on request.
       *
       * All potentially blocking synchronization is done through the
       * sGLThreadManager object. This avoids multiple-lock ordering issues.
       *
       */
      static class GLThread extends Thread {
          GLThread(WeakReference<DUIXTextureView> glSurfaceViewWeakRef) {
              super();
              mWidth = 0;
              mHeight = 0;
              mRequestRender = true;
              mRenderMode = RENDERMODE_CONTINUOUSLY;
              mGLSurfaceViewWeakRef = glSurfaceViewWeakRef;
          }
  
          @Override
          public void run() {
              setName("GLThread " + getId());
              if (LOG_THREADS) {
                  Log.i("GLThread", "starting tid=" + getId());
              }
  
              try {
                  guardedRun();
              } catch (InterruptedException e) {
                  // fall thru and exit normally
              } finally {
                  sGLThreadManager.threadExiting(this);
              }
          }
  
          /*
           * This private method should only be called inside a
           * synchronized(sGLThreadManager) block.
           */
          private void stopEglSurfaceLocked() {
              if (mHaveEglSurface) {
                  mHaveEglSurface = false;
                  mEglHelper.destroySurface();
              }
          }
  
          /*
           * This private method should only be called inside a
           * synchronized(sGLThreadManager) block.
           */
          private void stopEglContextLocked() {
              if (mHaveEglContext) {
                  mEglHelper.finish();
                  mHaveEglContext = false;
                  sGLThreadManager.releaseEglContextLocked(this);
              }
          }
          private void guardedRun() throws InterruptedException {
              mEglHelper = new EglHelper(mGLSurfaceViewWeakRef);
              mHaveEglContext = false;
              mHaveEglSurface = false;
              try {
                  GL10 gl = null;
                  boolean createEglContext = false;
                  boolean createEglSurface = false;
                  boolean createGlInterface = false;
                  boolean lostEglContext = false;
                  boolean sizeChanged = false;
                  boolean wantRenderNotification = false;
                  boolean doRenderNotification = false;
                  boolean askedToReleaseEglContext = false;
                  int w = 0;
                  int h = 0;
                  Runnable event = null;
  
                  while (true) {
                      synchronized (sGLThreadManager) {
                          while (true) {
                              if (mShouldExit) {
                                  return;
                              }
  
                              if (! mEventQueue.isEmpty()) {
                                  event = mEventQueue.remove(0);
                                  break;
                              }
  
                              // Update the pause state.
                              boolean pausing = false;
                              if (mPaused != mRequestPaused) {
                                  pausing = mRequestPaused;
                                  mPaused = mRequestPaused;
                                  sGLThreadManager.notifyAll();
                                  if (LOG_PAUSE_RESUME) {
                                      Log.i("GLThread", "mPaused is now " + mPaused + " tid=" + getId());
                                  }
                              }
  
                              // Do we need to give up the EGL context?
                              if (mShouldReleaseEglContext) {
                                  if (LOG_SURFACE) {
                                      Log.i("GLThread", "releasing EGL context because asked to tid=" + getId());
                                  }
                                  stopEglSurfaceLocked();
                                  stopEglContextLocked();
                                  mShouldReleaseEglContext = false;
                                  askedToReleaseEglContext = true;
                              }
  
                              // Have we lost the EGL context?
                              if (lostEglContext) {
                                  stopEglSurfaceLocked();
                                  stopEglContextLocked();
                                  lostEglContext = false;
                              }
  
                              // When pausing, release the EGL surface:
                              if (pausing && mHaveEglSurface) {
                                  if (LOG_SURFACE) {
                                      Log.i("GLThread", "releasing EGL surface because paused tid=" + getId());
                                  }
                                  stopEglSurfaceLocked();
                              }
  
                              // When pausing, optionally release the EGL Context:
                              if (pausing && mHaveEglContext) {
                                  DUIXTextureView view = mGLSurfaceViewWeakRef.get();
                                  boolean preserveEglContextOnPause = view == null ?
                                          false : view.mPreserveEGLContextOnPause;
                                  if (!preserveEglContextOnPause || sGLThreadManager.shouldReleaseEGLContextWhenPausing()) {
                                      stopEglContextLocked();
                                      if (LOG_SURFACE) {
                                          Log.i("GLThread", "releasing EGL context because paused tid=" + getId());
                                      }
                                  }
                              }
  
                              // When pausing, optionally terminate EGL:
                              if (pausing) {
                                  if (sGLThreadManager.shouldTerminateEGLWhenPausing()) {
                                      mEglHelper.finish();
                                      if (LOG_SURFACE) {
                                          Log.i("GLThread", "terminating EGL because paused tid=" + getId());
                                      }
                                  }
                              }
  
                              // Have we lost the SurfaceView surface?
                              if ((! mHasSurface) && (! mWaitingForSurface)) {
                                  if (LOG_SURFACE) {
                                      Log.i("GLThread", "noticed surfaceView surface lost tid=" + getId());
                                  }
                                  if (mHaveEglSurface) {
                                      stopEglSurfaceLocked();
                                  }
                                  mWaitingForSurface = true;
                                  mSurfaceIsBad = false;
                                  sGLThreadManager.notifyAll();
                              }
  
                              // Have we acquired the surface view surface?
                              if (mHasSurface && mWaitingForSurface) {
                                  if (LOG_SURFACE) {
                                      Log.i("GLThread", "noticed surfaceView surface acquired tid=" + getId());
                                  }
                                  mWaitingForSurface = false;
                                  sGLThreadManager.notifyAll();
                              }
  
                              if (doRenderNotification) {
                                  if (LOG_SURFACE) {
                                      Log.i("GLThread", "sending render notification tid=" + getId());
                                  }
                                  wantRenderNotification = false;
                                  doRenderNotification = false;
                                  mRenderComplete = true;
                                  sGLThreadManager.notifyAll();
                              }
  
                              // Ready to draw?
                              if (readyToDraw()) {
  
                                  // If we don't have an EGL context, try to acquire one.
                                  if (! mHaveEglContext) {
                                      if (askedToReleaseEglContext) {
                                          askedToReleaseEglContext = false;
                                      } else if (sGLThreadManager.tryAcquireEglContextLocked(this)) {
                                          try {
                                              mEglHelper.start();
                                          } catch (RuntimeException t) {
                                              sGLThreadManager.releaseEglContextLocked(this);
                                              throw t;
                                          }
                                          mHaveEglContext = true;
                                          createEglContext = true;
  
                                          sGLThreadManager.notifyAll();
                                      }
                                  }
  
                                  if (mHaveEglContext && !mHaveEglSurface) {
                                      mHaveEglSurface = true;
                                      createEglSurface = true;
                                      createGlInterface = true;
                                      sizeChanged = true;
                                  }
  
                                  if (mHaveEglSurface) {
                                      if (mSizeChanged) {
                                          sizeChanged = true;
                                          w = mWidth;
                                          h = mHeight;
                                          wantRenderNotification = true;
                                          if (LOG_SURFACE) {
                                              Log.i("GLThread",
                                                      "noticing that we want render notification tid="
                                                              + getId());
                                          }
  
                                          // Destroy and recreate the EGL surface.
                                          createEglSurface = true;
  
                                          mSizeChanged = false;
                                      }
                                      mRequestRender = false;
                                      sGLThreadManager.notifyAll();
                                      break;
                                  }
                              }
  
                              // By design, this is the only place in a GLThread thread where we wait().
                              if (LOG_THREADS) {
                                  Log.i("GLThread", "waiting tid=" + getId()
                                          + " mHaveEglContext: " + mHaveEglContext
                                          + " mHaveEglSurface: " + mHaveEglSurface
                                          + " mPaused: " + mPaused
                                          + " mHasSurface: " + mHasSurface
                                          + " mSurfaceIsBad: " + mSurfaceIsBad
                                          + " mWaitingForSurface: " + mWaitingForSurface
                                          + " mWidth: " + mWidth
                                          + " mHeight: " + mHeight
                                          + " mRequestRender: " + mRequestRender
                                          + " mRenderMode: " + mRenderMode);
                              }
                              sGLThreadManager.wait();
                          }
                      } // end of synchronized(sGLThreadManager)
  
                      if (event != null) {
                          event.run();
                          event = null;
                          continue;
                      }
  
                      if (createEglSurface) {
                          if (LOG_SURFACE) {
                              Log.w("GLThread", "egl createSurface");
                          }
                          if (!mEglHelper.createSurface()) {
                              synchronized(sGLThreadManager) {
                                  mSurfaceIsBad = true;
                                  sGLThreadManager.notifyAll();
                              }
                              continue;
                          }
                          createEglSurface = false;
                      }
  
                      if (createGlInterface) {
                          gl = (GL10) mEglHelper.createGL();
  
                          sGLThreadManager.checkGLDriver(gl);
                          createGlInterface = false;
                      }
  
                      if (createEglContext) {
                          if (LOG_RENDERER) {
                              Log.w("GLThread", "onSurfaceCreated");
                          }
                          DUIXTextureView view = mGLSurfaceViewWeakRef.get();
                          if (view != null) {
                              view.mRenderer.onSurfaceCreated(gl, mEglHelper.mEglConfig);
                          }
                          createEglContext = false;
                      }
  
                      if (sizeChanged) {
                          if (LOG_RENDERER) {
                              Log.w("GLThread", "onSurfaceChanged(" + w + ", " + h + ")");
                          }
                          DUIXTextureView view = mGLSurfaceViewWeakRef.get();
                          if (view != null) {
                              view.mRenderer.onSurfaceChanged(gl, w, h);
                          }
                          sizeChanged = false;
                      }
  
                      if (LOG_RENDERER_DRAW_FRAME) {
                          Log.w("GLThread", "onDrawFrame tid=" + getId());
                      }
                      {
                          DUIXTextureView view = mGLSurfaceViewWeakRef.get();
                          if (view != null) {
                              view.mRenderer.onDrawFrame(gl);
                          }
                      }
                      int swapError = mEglHelper.swap();
                      switch (swapError) {
                          case EGL10.EGL_SUCCESS:
                              break;
                          case EGL11.EGL_CONTEXT_LOST:
                              if (LOG_SURFACE) {
                                  Log.i("GLThread", "egl context lost tid=" + getId());
                              }
                              lostEglContext = true;
                              break;
                          default:
                              // Other errors typically mean that the current surface is bad,
                              // probably because the SurfaceView surface has been destroyed,
                              // but we haven't been notified yet.
                              // Log the error to help developers understand why rendering stopped.
                              EglHelper.logEglErrorAsWarning("GLThread", "eglSwapBuffers", swapError);
  
                              synchronized(sGLThreadManager) {
                                  mSurfaceIsBad = true;
                                  sGLThreadManager.notifyAll();
                              }
                              break;
                      }
  
                      if (wantRenderNotification) {
                          doRenderNotification = true;
                      }
                  }
  
              } finally {
                  /*
                   * clean-up everything...
                   */
                  synchronized (sGLThreadManager) {
                      stopEglSurfaceLocked();
                      stopEglContextLocked();
                  }
              }
          }
  
          public boolean ableToDraw() {
              return mHaveEglContext && mHaveEglSurface && readyToDraw();
          }
  
          private boolean readyToDraw() {
              return (!mPaused) && mHasSurface && (!mSurfaceIsBad)
                      && (mWidth > 0) && (mHeight > 0)
                      && (mRequestRender || (mRenderMode == RENDERMODE_CONTINUOUSLY));
          }
  
          public void setRenderMode(int renderMode) {
              if ( !((RENDERMODE_WHEN_DIRTY <= renderMode) && (renderMode <= RENDERMODE_CONTINUOUSLY)) ) {
                  throw new IllegalArgumentException("renderMode");
              }
              synchronized(sGLThreadManager) {
                  mRenderMode = renderMode;
                  sGLThreadManager.notifyAll();
              }
          }
  
          public int getRenderMode() {
              synchronized(sGLThreadManager) {
                  return mRenderMode;
              }
          }
  
          public void requestRender() {
              synchronized(sGLThreadManager) {
                  mRequestRender = true;
                  sGLThreadManager.notifyAll();
              }
          }
  
          public void surfaceCreated() {
              synchronized(sGLThreadManager) {
                  if (LOG_THREADS) {
                      Log.i("GLThread", "surfaceCreated tid=" + getId());
                  }
                  mHasSurface = true;
                  sGLThreadManager.notifyAll();
                  while((mWaitingForSurface) && (!mExited)) {
                      try {
                          sGLThreadManager.wait();
                      } catch (InterruptedException e) {
                          Thread.currentThread().interrupt();
                      }
                  }
              }
          }
  
          public void surfaceDestroyed() {
              synchronized(sGLThreadManager) {
                  if (LOG_THREADS) {
                      Log.i("GLThread", "surfaceDestroyed tid=" + getId());
                  }
                  mHasSurface = false;
                  sGLThreadManager.notifyAll();
                  while((!mWaitingForSurface) && (!mExited)) {
                      try {
                          sGLThreadManager.wait();
                      } catch (InterruptedException e) {
                          Thread.currentThread().interrupt();
                      }
                  }
              }
          }
  
          public void onPause() {
              synchronized (sGLThreadManager) {
                  if (LOG_PAUSE_RESUME) {
                      Log.i("GLThread", "onPause tid=" + getId());
                  }
                  mRequestPaused = true;
                  sGLThreadManager.notifyAll();
                  while ((! mExited) && (! mPaused)) {
                      if (LOG_PAUSE_RESUME) {
                          Log.i("Main thread", "onPause waiting for mPaused.");
                      }
                      try {
                          sGLThreadManager.wait();
                      } catch (InterruptedException ex) {
                          Thread.currentThread().interrupt();
                      }
                  }
              }
          }
  
          public void onResume() {
              synchronized (sGLThreadManager) {
                  if (LOG_PAUSE_RESUME) {
                      Log.i("GLThread", "onResume tid=" + getId());
                  }
                  mRequestPaused = false;
                  mRequestRender = true;
                  mRenderComplete = false;
                  sGLThreadManager.notifyAll();
                  while ((! mExited) && mPaused && (!mRenderComplete)) {
                      if (LOG_PAUSE_RESUME) {
                          Log.i("Main thread", "onResume waiting for !mPaused.");
                      }
                      try {
                          sGLThreadManager.wait();
                      } catch (InterruptedException ex) {
                          Thread.currentThread().interrupt();
                      }
                  }
              }
          }
  
          public void onWindowResize(int w, int h) {
              synchronized (sGLThreadManager) {
                  mWidth = w;
                  mHeight = h;
                  mSizeChanged = true;
                  mRequestRender = true;
                  mRenderComplete = false;
                  sGLThreadManager.notifyAll();
  
                  // Wait for thread to react to resize and render a frame
                  while (! mExited && !mPaused && !mRenderComplete
                          && ableToDraw()) {
                      if (LOG_SURFACE) {
                          Log.i("Main thread", "onWindowResize waiting for render complete from tid=" + getId());
                      }
                      try {
                          sGLThreadManager.wait();
                      } catch (InterruptedException ex) {
                          Thread.currentThread().interrupt();
                      }
                  }
              }
          }
  
          public void requestExitAndWait() {
              // don't call this from GLThread thread or it is a guaranteed
              // deadlock!
              synchronized(sGLThreadManager) {
                  mShouldExit = true;
                  sGLThreadManager.notifyAll();
                  while (! mExited) {
                      try {
                          sGLThreadManager.wait();
                      } catch (InterruptedException ex) {
                          Thread.currentThread().interrupt();
                      }
                  }
              }
          }
  
          public void requestReleaseEglContextLocked() {
              mShouldReleaseEglContext = true;
              sGLThreadManager.notifyAll();
          }
  
          /**
           * Queue an "event" to be run on the GL rendering thread.
           * @param r the runnable to be run on the GL rendering thread.
           */
          public void queueEvent(Runnable r) {
              if (r == null) {
                  throw new IllegalArgumentException("r must not be null");
              }
              synchronized(sGLThreadManager) {
                  mEventQueue.add(r);
                  sGLThreadManager.notifyAll();
              }
          }
  
          // Once the thread is started, all accesses to the following member
          // variables are protected by the sGLThreadManager monitor
          private boolean mShouldExit;
          private boolean mExited;
          private boolean mRequestPaused;
          private boolean mPaused;
          private boolean mHasSurface;
          private boolean mSurfaceIsBad;
          private boolean mWaitingForSurface;
          private boolean mHaveEglContext;
          private boolean mHaveEglSurface;
          private boolean mShouldReleaseEglContext;
          private int mWidth;
          private int mHeight;
          private int mRenderMode;
          private boolean mRequestRender;
          private boolean mRenderComplete;
          private ArrayList<Runnable> mEventQueue = new ArrayList<Runnable>();
          private boolean mSizeChanged = true;
  
          // End of member variables protected by the sGLThreadManager monitor.
  
          private EglHelper mEglHelper;
  
          /**
           * Set once at thread construction time, nulled out when the parent view is garbage
           * called. This weak reference allows the DUIXTextureView to be garbage collected while
           * the GLThread is still alive.
           */
          private WeakReference<DUIXTextureView> mGLSurfaceViewWeakRef;
  
      }
  
      static class LogWriter extends Writer {
  
          @Override
          public void close() {
              flushBuilder();
          }
  
          @Override
          public void flush() {
              flushBuilder();
          }
  
          @Override
          public void write(char[] buf, int offset, int count) {
              for(int i = 0; i < count; i++) {
                  char c = buf[offset + i];
                  if ( c == '\n') {
                      flushBuilder();
                  }
                  else {
                      mBuilder.append(c);
                  }
              }
          }
  
          private void flushBuilder() {
              if (mBuilder.length() > 0) {
                  Log.v("DUIXTextureView", mBuilder.toString());
                  mBuilder.delete(0, mBuilder.length());
              }
          }
  
          private StringBuilder mBuilder = new StringBuilder();
      }
  
  
      private void checkRenderThreadState() {
          if (mGLThread != null) {
              throw new IllegalStateException(
                      "setRenderer has already been called for this instance.");
          }
      }
  
      private static class GLThreadManager {
          private static String TAG = "GLThreadManager";
  
          public synchronized void threadExiting(GLThread thread) {
              if (LOG_THREADS) {
                  Log.i("GLThread", "exiting tid=" +  thread.getId());
              }
              thread.mExited = true;
              if (mEglOwner == thread) {
                  mEglOwner = null;
              }
              notifyAll();
          }
  
          /*
           * Tries once to acquire the right to use an EGL
           * context. Does not block. Requires that we are already
           * in the sGLThreadManager monitor when this is called.
           *
           * @return true if the right to use an EGL context was acquired.
           */
          public boolean tryAcquireEglContextLocked(GLThread thread) {
              if (mEglOwner == thread || mEglOwner == null) {
                  mEglOwner = thread;
                  notifyAll();
                  return true;
              }
              checkGLESVersion();
              if (mMultipleGLESContextsAllowed) {
                  return true;
              }
              // Notify the owning thread that it should release the context.
              // TODO: implement a fairness policy. Currently
              // if the owning thread is drawing continuously it will just
              // reacquire the EGL context.
              if (mEglOwner != null) {
                  mEglOwner.requestReleaseEglContextLocked();
              }
              return false;
          }
  
          /*
           * Releases the EGL context. Requires that we are already in the
           * sGLThreadManager monitor when this is called.
           */
          public void releaseEglContextLocked(GLThread thread) {
              if (mEglOwner == thread) {
                  mEglOwner = null;
              }
              notifyAll();
          }
  
          public synchronized boolean shouldReleaseEGLContextWhenPausing() {
              // Release the EGL context when pausing even if
              // the hardware supports multiple EGL contexts.
              // Otherwise the device could run out of EGL contexts.
              return mLimitedGLESContexts;
          }
  
          public synchronized boolean shouldTerminateEGLWhenPausing() {
              checkGLESVersion();
              return !mMultipleGLESContextsAllowed;
          }
  
          public synchronized void checkGLDriver(GL10 gl) {
              if (! mGLESDriverCheckComplete) {
                  checkGLESVersion();
                  String renderer = gl.glGetString(GL10.GL_RENDERER);
                  if (mGLESVersion < kGLES_20) {
                      mMultipleGLESContextsAllowed =
                              ! renderer.startsWith(kMSM7K_RENDERER_PREFIX);
                      notifyAll();
                  }
                  mLimitedGLESContexts = !mMultipleGLESContextsAllowed;
                  if (LOG_SURFACE) {
                      Log.w(TAG, "checkGLDriver renderer = \"" + renderer + "\" multipleContextsAllowed = "
                              + mMultipleGLESContextsAllowed
                              + " mLimitedGLESContexts = " + mLimitedGLESContexts);
                  }
                  mGLESDriverCheckComplete = true;
              }
          }
  
          private void checkGLESVersion() {
              if (! mGLESVersionCheckComplete) {
  //                mGLESVersion = SystemProperties.getInt(
  //                        "ro.opengles.version",
  //                        ConfigurationInfo.GL_ES_VERSION_UNDEFINED);
  //                if (mGLESVersion >= kGLES_20) {
  //                    mMultipleGLESContextsAllowed = true;
  //                }
  //                if (LOG_SURFACE) {
  //                    Log.w(TAG, "checkGLESVersion mGLESVersion =" +
  //                            " " + mGLESVersion + " mMultipleGLESContextsAllowed = " + mMultipleGLESContextsAllowed);
  //                }
                  mGLESVersionCheckComplete = true;
              }
          }
  
          /**
           * This check was required for some pre-Android-3.0 hardware. Android 3.0 provides
           * support for hardware-accelerated views, therefore multiple EGL contexts are
           * supported on all Android 3.0+ EGL drivers.
           */
          private boolean mGLESVersionCheckComplete;
          private int mGLESVersion;
          private boolean mGLESDriverCheckComplete;
          private boolean mMultipleGLESContextsAllowed;
          private boolean mLimitedGLESContexts;
          private static final int kGLES_20 = 0x20000;
          private static final String kMSM7K_RENDERER_PREFIX =
                  "Q3Dimension MSM7500 ";
          private GLThread mEglOwner;
      }
  
      private static final GLThreadManager sGLThreadManager = new GLThreadManager();
  
      private final WeakReference<DUIXTextureView> mThisWeakRef =
              new WeakReference<DUIXTextureView>(this);
      private GLThread mGLThread;
      private Renderer mRenderer;
      private boolean mDetached;
      private EGLConfigChooser mEGLConfigChooser;
      private EGLContextFactory mEGLContextFactory;
      private EGLWindowSurfaceFactory mEGLWindowSurfaceFactory;
      private GLWrapper mGLWrapper;
      private int mDebugFlags;
      private int mEGLContextClientVersion;
      private boolean mPreserveEGLContextOnPause;
  }